Who would like to see a Map Based Campaign System?

Who Wants a Map Based Campaign?

  • Yes, Nice idea would like!

    Votes: 0 0.0%
  • No, Rubbish idea dont want!

    Votes: 0 0.0%

  • Total voters
    0
After much searching i found it, (mental note to get eyes checked missed it 3 times. Doh!)

Clanger got same idea as me for :

9) At certain points of the Campaign there will be system wide events. Which could be anything as Raiders sweeping through the system, an adrift ship or unidentified energy readings etc. All for the taking for those brave enough. To investigate.

Just not entirely sure just yet how to incorporate it!!!
 
All hail the guy who came up with initial idea!

around of applause!!

3 cheers!!

and all that!!!

(At least you get credit if you read the rules ) :P
 
its a shame someone out there *hint hint* carnt find a good hex map editor program, the grid map we got is ok but the hex map you have done looks a lot better, bigger would look great!! :wink:
 
Cuthalion said:
its a shame someone out there *hint hint* carnt find a good hex map editor program,

If anyone knows of a good Hex program to produce a Better Hex map on let me know!!!

I couldn't find one, all those Hex's are individually placed!!!

And who do we look too, to find what those 2 missing location names are???
 
The Campaign Cartographer 3 cost around £30, might be lucky a find a copy somewhere else though.

I'm a bit intrigued by the fact more people are downloading the map than the rules, a ration of around 4 to one!!!

So new career map making!!!!
 
Grunvald said:
Da Boss said:
it looked interesting and sent round "Gregs Crew"

Should my response be "GULP" :shock:

Or a more :)

Definitely a :D fella... top job! I think an amalgamation of your excellent work and Clanger's "Scouting" system would make for a good, in depth, campaign setup.
 
Very well done Sir.

Feel free to hack my small campaign ideas to bolster your rules. I agree with Kenny Boy the Scouting rules we tried out in our campaign would be an excellent idea.

All hail the Fog of War :D
 
Clanger said:
Have noticed no Drakh standard Defence Satellite.

i mainly came up with the rules for the Drakh to show their underhanded way as a watcher and manipulator of other races, and being like this i thought it would be best to keep their options limited, but well protected, hence the null field.
 
For those people's who are interested, i intend to get the latest version of the rules up saturday evening. Added Other Duties amendments. Alternative FAP options. corrected typo errors and sentencing errors (hope i got the all now.) scenario Escalation rules for reaction moving. optional rule for unusual features adding in to a system. added unusual feature chart. corrected Drakh Null Field (tks Cuthalion for telling me i missed the important bit out!) and altered ranges after extensive playtesting. Strategic targets are in with alterations to what bonus's they give (not R&R bonus). (have created a system chart but no point in adding that yet as is separate download)

Been reading through Clanger's scouting "FOW" rules but think on a campaign game that is this big a map would slow things down too much, and after the campaign turns we have been having in the current campaign you end up wanting to have the next turn as soon as possible!!!!!

Will try to incorporate spies (into agents and saboteurs) and a possible scouting fleet/s to "spy" on enemy fleets.

Currently on 25 pages, with more to add!

I was expecting more suggestions but from comments made os far i'll just carry on the way i am going.

Who would of thought that me being board, stuck on call out for a week that i got all this done :shock:
 
ROUGH IDEA’S

Scouting Fleet: Each player is allowed a small expeditionary fleet of scouting vessels, these fleets is usually sent ahead of some of the major Fleets in preparation for a full invasion or colonisation of a system.
Each Player may have 1 scouting Fleet per Battle Fleet they have.

Minimnm Scout fleet size 4 skirmish ships???

Special rule: scouting out of a system before a Battle Fleet enters gain a re-roll on the System generation chart.

Scouting out of a fleet before a battle, gain a +2 Initiative on first turn of battle. If both Players have been scouted no bonus gained.

Rolling of a D6 when scouting out enemy Fleets on 1D6 roll X been spotted so no scout bonus.

possibly loose a ship or two from being chased?

SPIES: using spies to gain knowledge on a systems defences. Countering with agents like saboteurs.
 
[quoteSPIES: using spies to gain knowledge on a systems defences. Countering with agents like saboteurs.[/quote]

little idea..make spies harder to detect on the 1st roll, but only give up limited info on the system defences, however the more info the spy tried to acquire the roll comes down? maybe like this;
6- the spy learns how many satellites are within the system, but not what type.
5- the spy learns how many satellites are within the system and what type.
4- the spy learns how many satellites are within the system, any ships are stationed there and a vage number of emplacements and troops on the planet(within 10, either way)
3- the spy has done a james bond and knows the full defencive capabilties of the system.
the player would choose how much info he/she wishes to learn and then the defending player would roll a dice and try to equal or beat the score, if they do so the spy is captured and no info is gained, if the defender fails the spy has done its job. every time a spy is used at the end of the turn it is lost on the roll of a 6 on a D6.
do you think this would work?
 
Not quiet finished but got this down for Spies, would like a few comments back see it it on the right thread!


Optional Rule:
SPIES: The use of Spies by governments to gleam secret information from foreign powers, not always an enemy, has been done by every government at some time or other since what we call the modern society began (and probably even before that).
In a B5 Campaign a Spy will be used to gain knowledge about an enemy system. They will have a chance to find out what is in the system (ie what Strategic Targets are there), what ground defences are there if any, what Satellite and station defences are there and if there is a System Defence Fleet there.

For every Settled World you control (apart from Home World) you are allowed to buy 1 Spy for every Player there is in the campaign. But only a maximum of 2 Spies per Settled world may be used on any one Player.

A Spy must decide what sort and how much information they are going after, the more info they want the harder it is to find and the greater chance of them being discovered. There are 3 types of information a Spy can gather:
Strategic Target
Planetary Defences
System Defence Fleet

You must then decide what level of information you want your Spy to find against the relevant chart.
D6 Strategic Target Information
6 Will learn if there is at least1 Target, plus what type it is (Settled, Dead, etc)
5 Will learn exactly how many Targets there are, and detailed description of 1 random.
4 Will learn everything about the Targets (eg Outpost, Mining, planet size, RR etc)

D6 Planetary Defence Information
6 Will learn if there are any Emplacements, Troops and Satellites.
5 Will learn number of Emplacements and Satellites but not types.
4 Will learn number of Emplacements, Troops, Satellites and types.


D6 System Defence Fleet Information
6 Will learn if there is a system Defence Fleet here.
5 Will learn how many ships there are and type of one craft,
4 Will learn how many ships there are and detailed descriptions of all ships.

The D6 roll is the number required by an Agent to stop the spy, the higher the D6 roll the less detailed the information, the lower the D6 number the more detailed the information learned.

For every Spy used up to 2 Agents may be used in stopping them, you will roll a D6 for every Agent attempting to thwart the Spies efforts, if you roll the relevant number on the chart for the Spy gaining info you have successfully stopped him.

Every time a Spy is used roll a D6, on a roll of a 1 the Spy was captured and removed from the game.
 
Think this might work, comments?

Optional Rule:
If this rule is used then when you start the Campaign you will with have 1 Scouting Fleet to start with.
NOTE: A scouting Fleet does not have the ability to take over a Strategic Target, only find out what is there. There are simply not enough ships in the Fleet.

Scouting Fleet: Each player is allowed a small expeditionary fleet of scouting vessels, these fleets is usually sent ahead of some of the major Fleets in preparation for a full invasion or colonisation of a system.
Each Player may have 1 scouting Fleet per Battle Fleet they have.

A Scout fleet will be made up of 4 skirmish ships, not necessarily having the Scout trait, to represent they are light, usually fast ships that get in and out quickly after gaining information.

A Scout roll will be made in the usual manner of a Crew Quality check difficulty 8.

Special rules: scouting out of a system before a Battle Fleet enters gain a re-roll on the System generation chart.

Scouting out of a fleet before a battle, gain a +2 Initiative on first turn of battle. If both Players have been scouted no bonus gained.

Rolling of a D6 when scouting out enemy Fleets on 1D6 roll 5+ been spotted so no scout bonus.

If the Scouting Fleet has been spotted roll a D6 for every ship in the Scouting Fleet, on a 5+ it was shot at and to escaped the system, remove this ship from your list.
 
Finally got the Other Duties list finished, been up since 4am ish not being able to sleep, again!

You would not believe how hard it is to come up with something simple, Minbari Vorlon Order!

Also thrown in a Vorlon and Sahdow Duty table, pretty similar in feel and what they do (almost identical really) but might work.

Comments anyone yet???


http://www.mediafire.com/?sharekey=f22b05b27c69b6add2db6fb9a8902bda
 
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